<?php
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$xhtml = array(
	'<{title}>' => 'Do they honestly bring misfortune?',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<img src="/img/CC_BY-SA_4.0/y.st./weblog/2018/11/17.jpg" alt="The purple gem is missing" class="framed-centred-image" width="649" height="480"/>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			Maybe I&apos;m missing something, but I&apos;m pretty sure $a[HTML] does define the interactions a use can have with the webpage.
			$a[CSS] and JavaScript can add further interactions, but the basics for Web interactions are all there in the $a[HTML] (or $a[XHTML]).
			On a basic webpage, the main interactions are clicks, which are handled by hyperlinks and image maps, both present in the $[HTML].
			Focus and input are also available in the form of input fields, radio buttons, checkboxes, and buttons (such as submit buttons).
			$a[CSS] adds hovering to the list of interactions and adds further capabilities to the handling of focus, while JavaScript adds a bunch of options such as key presses.
		</p>
		<p>
			That&apos;s two people now that have claimed $a[HTML] is non-imperative though, so maybe I&apos;m just wrong about $a[HTML].
			One thing&apos;s for certain though: $a[HTML] isn&apos;t a non-imperative programming language, because it&apos;s not a programming language at all.
			It&apos;s a markup language.
		</p>
	</blockquote>
</section>
<section id="religion">
	<h2>Religion</h2>
	<p>
		The missionaries stopped by again today; a week late.
		Supposedly they&apos;ll be by next Saturday, but we&apos;ll see.
		They plan to bring visual aids, to help explain Yahweh&apos;s plan of salvation.
	</p>
	<p>
		They assigned me more reading from their holy book.
		This time, a full chapter.
		Oddly enough, When I flipped open the book, I randomly ended up on exactly the right page.
		It&apos;s probably nothing, but I&apos;d be remiss to leave out that it was a bit eerie, given the context.
		It could be interpreted as a sign or something.
	</p>
	<p>
		They asked me what it means to be saved, in my opinion.
		Lack of subservience.
		Being my own person.
		Y&apos;know, not just being some deity&apos;s pawn.
		I don&apos;t care if that deity did create me.
		A conscious mind deserves better than to be required to buy into someone else&apos;s plans and ideas without option.
		If being saved means having to give up what you believe in and follow someone else&apos;s idea of ideal, you haven&apos;t really been saved at all.
	</p>
</section>
<section id="flat">
	<h2>Flat tires</h2>
	<p>
		When I tried to head off to work, I found my front tire was flat.
		It&apos;s popped too, so I can&apos;t reinflate it.
		Not having time to change the tire, as I&apos;d be late to work if I tried, I grabbed the totalled bike.
		It&apos;s slower and hurts to ride, but it might get me to work on time.
		That bike&apos;s back tire is popped now though!
		What in the world?
		Out of options, I tried the screwy bike my mother gave me.
		It&apos;s tires were fine.
		It had no attached seat though, so I took the seat back off the totalled bike and set it on the screwy bike (the loose seat that was originally on the now-totalled bike won&apos;t fit on the screwy bike.
		This bike is way too slow and difficult to operate, not to mention that it hurts my knees to peddle it even more than it hurts them to peddle the totalled bike.
		However maybe, just maybe, it&apos;d get me to work on time.
		It didn&apos;t though.
		I was two minutes late.
		Seeing as the seat wasn&apos;t attached, I took it in the building with me, locking the rest of the bike to the bike rack.
	</p>
	<p>
		When I got off work, I found the back reflector missing.
		I&apos;m pretty sure it was there when I left it.
		So yeah.
		That probably got stolen.
	</p>
	<p>
		While working, I noticed one of the gems in my new ring had gone missing.
		Lovely.
		I swear, these missionaries seem to bring bad luck to me when they enter my home.
		For now, I&apos;m writing it off as coincidence, but if it happens a third time, I&apos;m going to go back and look through my journal and see if the last missionaries had a similar set of circumstances surrounding their visit.
		In the name of science though, I&apos;ve got to keep letting these people in to see if there&apos;s something to this.
		There really shouldn&apos;t be.
		Normally, I wouldn&apos;t be so superstitious, but I guess the stress is getting to me.
		Speaking of which, my cough was getting better, but now it&apos;s back in full force, likely due to stress again.
	</p>
</section>
<section id="Minetest">
	<h2>Minetest</h2>
	<p>
		I didn&apos;t fall back to my frequent Minetest sessions last term, but I think I might need to this term.
		The game distracts me and helps me release stress.
		The best part of this game is the $a[API].
		I love planning and building new rules and mechanics for the game.
	</p>
	<p>
		Speaking of which, I think I&apos;m going to try again to revive <code>minequest</code>.
		I thought I&apos;d learned my lesson finally, but I guess not.
		I&apos;m going to try again to make that work.
		First, I need to rewrite the patch that makes <code>minestats</code> function correctly when run on ancient Minetest.
		I sort of threw that code out, thinking I&apos;d never need it again.
		I could instead run the old game on the new engine to skip the patch, except that the new engine doesn't support the old game, so then I'd need to write a different patch to make the old game compatible with the new engine anyway.
		Then, I need to decide on some of the basic mechanics that determine what items you can draw abilities from.
		Next, I need to write <code>minequest</code> to work on the old 0.4.0 $a[API] and start coming up with and programming the abilities.
		I&apos;ll start with the old game, and work my way up through the versions to reach the modern game.
		That way, I don&apos;t have to get overwhelmed by the sheer number of items available in modern Minetest Game.
	</p>
</section>
END
);
